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  1. #1
    Senior Member
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    Oct 2003
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    In front of my computer...
    Posts
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    Default Condition States and Transitions

    One block of code in my new unit is giving me problems, if anyone knows what i did wrong, please help me out. Thanks.

    Code:
    ;------------------------------------------------------------------------------
    Object GDIVehicleMDP
    
      ; *** ART Parameters ***
      SelectPortrait         = SNInferno_L
      ButtonImage            = SNInferno
      
      ;UpgradeCameo1 = NONE
      ;UpgradeCameo2 = NONE
      ;UpgradeCameo3 = NONE
      ;UpgradeCameo4 = NONE
      ;UpgradeCameo5 = NONE
      
      Draw                    = W3DTankTruckDraw ModuleTag_01
       OkToChangeModelColor  = Yes
       ConditionState        = NONE
         Model               = GVMDP2
         Turret              = Turretel
         TurretPitch         = Turretel
         WeaponFireFXBone    = PRIMARY Muzzle
         WeaponRecoilBone    = PRIMARY Barrel
         WeaponMuzzleFlash   = PRIMARY Muzzle
         WeaponLaunchBone = PRIMARY Muzzle
       End
        
       ConditionState        = RUBBLE REALLYDAMAGED
         Model               = GVMDP2
         Turret              = Turretel
         TurretPitch         = Turretel
         WeaponFireFXBone    = PRIMARY Muzzle
         WeaponRecoilBone    = PRIMARY Barrel
         WeaponMuzzleFlash   = PRIMARY Muzzle
         WeaponLaunchBone = PRIMARY Muzzle
       End
    
    ;   ConditionState      = FIRING_B                                                   ;<-------This causes problems
    ;     Animation         = GVMDP2.GVMDP2                                    ;<-------This causes problems
    ;     AnimationMode     = ONCE                                                       ;<-------This causes problems
    ;   End                                                                                                       ;<-------This causes problems
    ;   AliasConditionState = FIRING_B REALLYDAMAGED      ;<-------This causes problems
    
        TrackMarks           = EXTnkTrack.tga
        TreadAnimationRate      = 2.0  ; amount of tread texture to move per second
        TreadDriveSpeedFraction = 0.3  ; fraction of locomotor speed below which treads stop moving.
        TreadPivotSpeedFraction = 0.6  ; fraction of locomotor speed below which we allow pivoting.
    
        Dust = RocketBuggyDust
        DirtSpray = RocketBuggyDirtSpray
    
        ; These parameters are only used if the model has a separate suspension, 
        ; and the locomotor has HasSuspension = Yes.
        LeftFrontTireBone = Tire01
        RightFrontTireBone = Tire02
        TireRotationMultiplier = 0.2   ; this * speed = rotation.
        PowerslideRotationAddition = 0   ; This unit doesn't powerslide.
      End
    
      ; ***DESIGN parameters ***
      DisplayName        = OBJECT:MDP
      Side               = GDI
      EditorSorting      = VEHICLE
      TransportSlotCount = 3                 ;how many "slots" we take in a transport (0 == not transportable)
      WeaponSet
        Conditions       = None 
        Weapon           = PRIMARY MDPGun
    ;    PreferredAgainst    = PRIMARY   INFANTRY VEHICLE STRUCTURE
        AutoChooseSources   = PRIMARY   FROM_PLAYER FROM_SCRIPT FROM_AI
        Weapon           = SECONDARY DeployWeapon
        AutoChooseSources = SECONDARY NONE
      End
      ArmorSet
        Conditions      = None
        Armor           = TankArmor
        DamageFX        = TankDamageFX
      End
      BuildCost          = 900
      BuildTime          = 15.0          ;in seconds    
      VisionRange        = 180
      ShroudClearingRange = 300
      Prerequisites
    ;    Object           = Nuke_ChinaWarFactory
    ;    Object           = Nuke_ChinaPropagandaCenter
      End
    
      ExperienceValue = 50 50 100 150    ;Experience point value at each level
      ExperienceRequired = 0 100 200 400  ;Experience points needed to gain each level
      IsTrainable = Yes             ;Can gain experience
      CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
      CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
      CommandSet      = GDIVehicleMDPCommandSet
    
      ; *** AUDIO Parameters ***
      VoiceSelect       = InfernoCannonVoiceSelect
      VoiceMove         = InfernoCannonVoiceMove
      VoiceGuard        = InfernoCannonVoiceMove
      VoiceAttack       = InfernoCannonVoiceAttack
      SoundMoveStart    = InfernoCannonMoveStart
      SoundMoveStartDamaged = InfernoCannonMoveStart
      UnitSpecificSounds
        ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
        VoiceCreate     = InfernoCannonVoiceCreate
        TurretMoveStart = NoSound
        TurretMoveLoop  = NoSound
        VoiceCrush          = InfernoCannonVoiceCrush
        VoiceEnter         = InfernoCannonVoiceMove
      End
    
    
      ; *** ENGINEERING Parameters ***
      RadarPriority     = UNIT
      KindOf            = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
      
      Body              = ActiveBody ModuleTag_02
        MaxHealth       = 250.0
        InitialHealth   = 250.0
    
        ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
        ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
        SubdualDamageCap = 500
        SubdualDamageHealRate = 500
        SubdualDamageHealAmount = 50
      End
    
      Behavior = AIUpdateInterface ModuleTag_04
        Turret
          TurretTurnRate = 0
          TurretPitchRate = 0
          AllowsPitch = No
          FirePitch = 0
          ControlledWeaponSlots = PRIMARY
        End
        AutoAcquireEnemiesWhenIdle = No NotWhileAttacking
      End
      Locomotor = SET_NORMAL QuadCannonLocomotor
      Behavior = PhysicsBehavior ModuleTag_05
        Mass = 50.0
      End
    
      ; A crushing defeat
      Behavior               = FXListDie ModuleTag_06
        DeathTypes = NONE +CRUSHED +SPLATTED
        DeathFX         = FX_CarCrush
      End
      Behavior               = CreateObjectDie ModuleTag_07
        DeathTypes = NONE +CRUSHED +SPLATTED
        CreationList    = OCL_CrusaderTank_CrushEffect
      End
      Behavior = SlowDeathBehavior ModuleTag_08
        DeathTypes = ALL -CRUSHED -SPLATTED
        ProbabilityModifier = 50
        DestructionDelay = 2000
        DestructionDelayVariance = 300
        FX  = INITIAL  FX_CrusaderCatchFire  
        FX  = FINAL    FX_GenericTankDeathExplosion 
        OCL = FINAL    OCL_InfernoCannonDeathEffect
      End
    
      Behavior                 = TransitionDamageFX ModuleTag_09
        ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
        ReallyDamagedFXList1 = Loc: X:-7 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
      End
    
      Behavior         = CreateCrateDie ModuleTag_10
        CrateData = SalvageCrateData
        ;CrateData = EliteTankCrateData
        ;CrateData = HeroicTankCrateData
      End
    
      Behavior = FlammableUpdate ModuleTag_21
        AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
        AflameDamageAmount = 3       ; taking this much damage...
        AflameDamageDelay = 500       ; this often.
      End
    
      Behavior = DestroyDie ModuleTag_22
        DeathTypes = NONE +CRUSHED +SPLATTED
      End
    
      Geometry            = BOX
      GeometryMajorRadius = 15.0
      GeometryMinorRadius = 10.0
      GeometryHeight      = 15.0     
      GeometryIsSmall     = Yes
      Shadow              = SHADOW_VOLUME 
      ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length   
    
    End

  2. #2

    Default

    maybe this block needs a model (I don't know if "W3DTankTruckDraw" really need this, but try)

    Code:
       ConditionState      = FIRING_B
         Model                = GVMDP2
         Animation          = GVMDP2.GVMDP2
         AnimationMode    = ONCE
       End
       AliasConditionState = FIRING_B REALLYDAMAGED
    just a hint: you know that FIRING_B means secondary weapon?!

  3. #3

    Default

    And what exactly is the problem ? A crash ?

  4. #4
    Senior Member
    Join Date
    Oct 2003
    Location
    In front of my computer...
    Posts
    215

    Default

    Thanks Dibelius, I think that will fix it.
    WB gave me an error about 'Must specify a model/asset name.'
    Oh, and yes, FIRING_B for is the Deploy animation, it should be PREATTACK though.

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